Maintaining local pivot point when importing FBX to Unreal Engine 4
You can have some infos about importing from Blender to Unreal Engine 4 from this page: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Pivot_Points

As you can read, you should place the origin where you want your pivot point to be. For example, for a basic hinged door, you should do .

I'm not sure if you said you did not want to do something like this, but it seems like there's no way to do it.